Hi guys, I'm new here! Thanks for this awesome place, I hope I'll find a lot of good people. Before starting I must say that English isn't my native language so if I make some mistakes I hope you will understand.

So here I am for a strange question. I already searched in the "search" box, but I couldn't find anything, basically because I don't know what to search too.Let's start from saying that I don't have any idea if what I'm looking for is a script or some hidden option in the database. Here's the problem:I wanted to rebuild all my game's gameplay(leaving the standard battle system). What I wanted to modify were the attributes and enemies resistances. In particular I removed those attributes like "Vs Human", "Vs Ogre" and so on, that, in my opinion, didn't have any likelyhood in real life. I mean, having a Holy attribute which is stronger against Un-Deads or a "insectidice" attribute stronger against insects, make sense, but having something like "Vs Beasts" I don't think make any sense. So I removed all those attributes and added the weapons attributes: "Piercing", "Slash" and "Blunt". For instance, fighting a stone enemy(like a Gargoyle) make sense that Piercing and Slash attacks are almost useless, while Blunt attacks should deal a massive amount of damage. Unfortunately RMXP attributes management doesn't provide a further control on multiple attributes. Here's the situation:I have an Angel which has F for "Light" damage, which means that he absorbs Light attacks. In my game, Light and Holy are the same thing, so, Cross-Blade the first skill of warriors, inflicts Light damage, but it's still a physical attack, so it has the "slash" attributes like swords base attack. This Angel has C to slash damage so base one. Now. What I'm expecting is that a Cross-Blade on an enemy with F in Light and C in slash, has a damage output almost or equal to zero, instead it seems that it only calculates the base damage granted by Slash and ignore the Light one and I don't have idea what king of operation does it do.I understood that to solve the problem, it would be enough to create an attribute for the enemy for the double type "slash/light", but this would mean creating "N" attributes for "N" skills, which, even if possible, it doesn't seem very efficient, yet elegant.Another example, maybe more comprehensible, is the battle with a Kraken. In my game it has resistance D to blunt e weakness B to slash(in my thoughts, a giant tentacle would be easier to "cut" than "smash"). Axes which are, always in my opinion, an hybrid "Slash/Blunt" should deal a damage similar to base one "C". That is, if my attack deals 500 base damage, it would deal 750 damage for B attribute and 250 damage for D attribute. Adding them and then dividing for the number of attributes the attack have(in this example 2) should deal exactly 500 damage. (750+250)/2=1000/2=500.

Now, after this long introduction, that I hope it's understandable(I'm willing to explain better in any case), what I would ask is if there is a way, a script, an option in the database and so on, which can solve this problem, that is, a further control on the attributes which calculates the exact amount of damage.As always, thanks in advance to those who will read this long text and will be willing to answer.

Like you said, a skill with slash/light, C slash, F light, by this calculation, (100 + 0)/2 = 50% damage deals to enemy, if you have 500 base damage, then it should be 500 for C, 0 for F, and then the result is (500 + 0) / 2 = 250.

Thanks for the tempestive answer I will try it right away. Do I have to put it in another class above main or in the class Game_Battler? In this case I have to replace some lines for these or do I have to put them any where I want? However I have to correct you: F shouldn't mean 0% (that is E). F mean -100% does this formula calculates also absorbing damage?

EDIT: I tried it and it seems to work well, the only thing I'd like would be to get the attribute from the weapon itself. So for instance, if I have a sword with Slash attribute and I use Cross-Blade, I would have Light+Slash damage, but if I equip a sword with Slash and Fire attributes and then I use Cross-Blade I would like to do Light+Slash+Fire damage, while now it depends only on the attributes of the skill(which means that if I put a flame sword I would have to recreate every skill with the added attribute). Thanks anyway for the answer it's a very good start!

module Config # Put the Skill IDs in this array for skills that you want the actor/enemy's # elements set to be included with the Skill's element set USE_WEAPON_ELEMENTS = [57, 63] # Cross Slash and Thunder Pierceend

I tried your solution KK20 but nothing has changed: it only calculates the attributes' skill, not counting those in the weapons. I included all my physical skills(those who are executed with the weapon itself) in the array, so everyone between 57 and 80 for standard database but it still doesn't work. Let me know if you find out any other way. Thanks a lot for trying anyway. I really appreciate it!

module Config # Put the Skill IDs in this array for skills that you want the actor/enemy's # elements set to be included with the Skill's element set USE_WEAPON_ELEMENTS = [57, 63] # Cross Slash and Thunder Pierceend

Mistake was that I assumed element_set was getting the attacker's element_set when it is actually the defender's. Popped in a global variable (cuz I don't want to modify skill_effect since that thing gets overwritten to hell) and all is good. I even tested it this time.

I didn't meant to sound like that... I assume errors happen to anyone sometime, at least you know a thing or two where to change things. I would never make it without you!

Quote from: KK20 on March 08, 2015, 04:54:48 pmMistake was that I assumed element_set was getting the attacker's element_set when it is actually the defender's. Popped in a global variable (cuz I don't want to modify skill_effect since that thing gets overwritten to hell) and all is good. I even tested it this time.

Yet it still doesn't work... ...and I don't know what to say. I mean if you tried it in the way I mean to use it and it worked, it is for sure a problem of my project. Maybe some compatibility or version issue? Or do you have any script I might not have? Yet I'm pretty sure that you tried in a completely new project and if it was a compatibility issue, the test battle shouldn't have started at all. My version is 1.01 in case it might be a different version(but I'm pretty sure it isn't).If it might help you, I can make some screenshots to see if your database settings are similar to mine.Thanks a lot friend, you really are helping me out on this!

I'm using a lot of Scripts One for all is the SDK which I know it gives issues sometime. I'm willing to remove it if that's the issue since I use it only for a couple of scripts and they aren't really all that matter. Other scripts shouldn't modify in any way at all the fight formulas and something. However I'm going to upload the scripts.rxdata if you tell me how to upload an attachment, I couldn't find the proper command and I searched the FAQ's too...

You can move the script below 'Counterattack' and it seems to work.SDK does rewrite a ton of things, so other people's scripts should be placed below the SDK scripts. That was the reason why my script wasn't working--SDK was ignoring my 'skill_use' edit.